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Everything posted by Boeroer
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Unable to target allies with regular weapon attacks?
Boeroer replied to SaruNi's question in Backer Beta Bugs and Support
I wonder why they changed that. It was very useful for testing purposes to be able to attack your teammates in a tavern or so. -
Haha - awesome. Now off to building my first char based on potions. I'll name it "Weird Al Chemovich"... Now playing a single class wizard who is addicted to potions of deftness suddenly is worthwhile!
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You click on the sword icon (bottom center - left from the buttons that control game speed) and then on the ally. Exactly like in PoE... :D I did it like a hundret times during the beta so far. However: sometimes you can't attack npcs that are in the middle of a conversation (which is new and might be a bug). Try another npc then. Maybe that's what you encountered.
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Holy Scarabaeus - what happens at 20 Alchemy?
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Well, it's not like Marcel Proust is writing a novel there. It's a rpg that introduced a completely new setting and had a small budget compared to other rpgs out there. I think they did a pretty good job with the writing. The only thing I did not like were those texts you could read when clicking on the golden plated backer npcs. Not that all the individual stories were bad or so - it just felt completely out of place.
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Sorry, but that's nonsense (I would have used a softer term here if I only knew one ). Every change to code means that you have to test it afterwards. The code doesn't care if the thing you changed is an "oversight" or a "bug". Every change to code may entail some problems if not everything is seperated/decoupled very well from each other (which it seldomly is). So, for me (in my experience) it's not true to say that it takes more time to fix a bug than to fix a behavior that is overpowered. It totally depends on the individual code that causes the problem. Some bugs are ridiculously easy to fix, some oversights will cause you terrible headaches. For example I think that it was way trickier to fix the Envenomed-Strike-thing I mentioned above than several bugs that MaxQuests adressed in his mod. Also there might be smooth transitions between "oversight" and "bug". For example: Scion of Flame and all the other elemental talents will not affect elemental spells that do damage over time. This could be considered an oversight or a bug. Depends how you look at it. But it's to the disadvantage of the player. Other oversights like retaliation generating focus are to the advantage of the player. Obsidian decided to "fix" the latter with high priority while leaving the first one in - although there was detailed explanation how to fix this. That's their decision and I'm ok with it. The bugs I'm talking about never broke the game for me. It just shows that there were resources to fix things. You have a point there. That might be. They could have said something though.
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Eh? Why that? Actually having single classes adds choice and does not remove it. Even if they happen to be less powerful than several multiclass combos they are still viable choices. The choice is basically "faster ability progression and more powerful endgame abilites vs. powerful synergies and two resource pools". Removing them does nothing good for anybody. If you think they are bad - just don't play them in your game. If you would only allow multiclass chars then it would be wiser to remove classes alltogether and design a classless system (like Josh - and me - like them best anyways). At the moment it's just a matter of balancing. And in my opinion the problem can be easily solved with a) shorter casting times (for our poor single class casters) and b) proper design and implementation of Power Level and how it influences ALL abilites in a meaningful way. That should do the trick.
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That would have been a valid point if they hadn't repeatedly fixed the "wrong" stuff at the same time. So there were enough resources to fix things, but they chose to patch slightly overpowered mechanics that were no bugs rather than fixing the real ones that annoyed people.
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Yes, the Long Pain scale very well in terms of ACC - and the best thing is that the base damage scales as well (so, no flat damage bonus on top of base damage that doesn't work with dmg mods besides MIG as with Transcentdent Suffering, bust added "real" base damage)! So every dmg mod will become even more powerful with every level-up. That's why I tried to squeeze in every dmg bonus I could find, including hater talents. Speed is also crazy for a ranged weapon I must say. at higher levels it's like arquebus shots with nearly 0 recovery and fastest attack animation. But the best thing for me is that you can apply Torment's Reach and Force of Anguish from a distance at blinding speed. No other class can do that. Only thing is to get the whole Long Pain thing starting - which takes some (casting) time.
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I don't know. Tons of bugs were reported in detail and some of the guys that reported them even gave detailed info on how to fix them (see Loren Tyr, MaxQuest et al. - because they decompiled the code and had a look into it) - and still they didn't get fixed. MaxQuest even put out a mod on his own where he fixed most of the remaining and most annoying mechanics bugs. He did this all by himself in his free time and it didn't take too much time - I mean MaxQuest is obviously a genius but I guess it would have been possible to do by Obsidian as well with the use of reasonable (low) resources. They could have taken his solution and pick the parts that would suit them - I'm sure MayxQuest would have agreed to that. On the other hand stuff got "fixed" that was totally uncalled for: like retaliation couldn't generate focus anymore all of a sudden (no patch notes on this) after I posted a cipher-retaliation build that was quite powerful (not game breaking though). Envenomed Strike could be used in an AoE with Blast or Citzal's Spirit Lance or Rot Skulls. This was also removed secretly (no patch notes) after I posted some build ideas around it. Seems there were resources for those somewhat overpowered, but not game breaking or annoying things.
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Some people here will know I'm kind of addicted to PoE - so I never could quit, heh! There are lots of things I love about it. But I can understand Jojobo's frustration a bit. Although I never encountered severe bugs like crashing or game-stopping with PoE (besides the early one where you couldn't get out of Readrc's cellar) there were a lot of smaller game breakers in the beginning and also later on (think of Jolting Touch + Carnage = triple shocking Heart of Fury, stacking defenses of enemies after reload in WM I and so on). While that alone wasn't really upsetting for me, what really p***ed me off a bit (besides the really bad documentation/explanation of game mechanics) was how even more bugs were introduced with patches that were supposed to fix things. That felt like one step forward, two steps back. Only recently I did an ultimate run with a Fire Godlike Barbarian and was in ACT III when I encountered this: when Battle Forged was active and I used Second Whing then my own fire retaliation would hit me. Since the damage of Battle Forged starts lower than the healing of Second Whind but scales more steeply I couldn't notice until I was of high level where Battle Forged does a lot of damage while Second Whind only heals a bit (compared to said damage). That lead to my unexpected death and removal of my ToI save game. Others would have rage-quitted - but to be honest it was ok for me to be able to cancle that tedious run prematurely without just "giving up". Since I'm a professional software developer myself (with business clients only) I consider this... I don't know... it just seems that the software development part and the testing is done in a messy way. I couldn't afford to do that... Good thing is that PoE (like most games) is more a piece of art (than my prosaic business software stuff) and consists of a lot more than just the mechanics - and overall the game still provides a great experience for me. But still I can understand the frustration.
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https://forums.obsidian.net/topic/76717-how-to-change-experience-per-level-requirement/?hl=%20experience%20%20gain But lvl 10 is a good value for entering White March. Because Act III will be ridicilously easy after the xp gain of WM I and II you can upscale it then, which makes it considerably tougher.
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I tried a Black Jacket/Sharpshooter in the first beta version and it was indeed the case that you could fire 8 shots from dual pistol (or blunderbuss) before reloading. Of course you had to switch manually after every second shot - which is a pain in the back in terms of micromanagement. Sadly, there is no AI scripting option yet that lets your char switch weapon sets automatically. I would usually attack the nearest enemies with the first 8 shots, then switch on the modal for rapid reloading and shoot at the enemies that are farther away in order to balance out the horrible ACC malus. But the reloading with the modal is really fast, so... depends I guess.
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threat mechanics
Boeroer replied to dixon_sider's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
There's a very easy way for an inexperienced player to prevent the slaughter of his backline: don't use glass cannons. As soon as you slap on some hide or leather armor and don't give them all 3 RES and 3 CON the problem is greatly reduced. "But my precious dps!" Well, dead party members do pretty low dps numbers... Add to this that your backline should stay hidden until the front liners engage and the problem of melee rushers disappears nearly completely. Those are things even beginners should be able to understand and do. The more experienced players can then play around with glass cannons, using hard cc, charming, scape-goats to prevent their death. You can combine hard-cc and hefty alpha-strikes to take out "squishy killers" before they can do their job and combine this with "behind the lines" actions where a melee char rushes to the squishies of the enemy and takes them out before they take out your squishies. This all adds to a nice combat experience. You can even combine it all. I like this a lot more than those taunting mechanics which I personally find quite annoying and also a bit stupid. Why should an archer attack me in my fine plate armor + frog helmet, frenetically slamming my large shield - while my naked friend with the war bow stands not far behind me? Also, there is something like taunting: just walk in front and unstealth while the rest stays hidden, preferably with two or even three front liners. Enemies who are engaged by your frontliners are less likely to attack your back line. Since one single tank can't engage all melee enemies (at least on PotD diff) you simply need more frontliners. Just doing *taunt-taunt-chuck-chuck-chuck* and everything is glued to your tank seems so dull and boring. It's like having a Pull of Eora on your frontline all the time. -
Why that? In my experience it doesn't matter at all if you use Aloth or a hireling. In the early game he's even better because of his higher lvl and in the late game it doesn't really matter that his stats are not 100% fitting - because everything is so easy anyways and a few stat points don't matter at all with all those bonuses and buffs. If I'd want to do a playthrough with less resting and therefore no "per-rest" casters I would use: tanky marker Paladin/tanky Dragon Thrashed Chanter/tanky Monk dps Barbarian/dps Fighter ranged Cipher Items: Paladin: marking weapon like "Shame or Glory" or marking Cladhaliath + Outworn Buckler Chanter: hatchet + small shield (later Little Savior) Monk: sabre (Bittercut) + bashing shield (first Larder Door, later Badgradr's Barricade) Barbarian: either great sword (Tidefall or Hours of St. Rumbalt), dw hammers (Shatterstar + Godansthunyr) or pike (Tall Grass) or Firebrand with whatever two hander as backup Fighter: dw Rapier + dagger (Sword of Daenysis + March Steel Dagger, later Drawn in Spring) or great sword (Tidefall) Cipher: war bow (Borresaine, Cloudpiercer the Rain of Godagh Field) Alternative: make the monk a Long Pain user (hybrid melee/ranged) and put the cipher into second row as melee with Firebrand (even better, bit more micro). The Paladin (Darcozzi) can deliver lots of single ACC boost (Zealous Focus + marking + Coordinated Attacks + Liberating Exhortation = +46 ACC), the Chanter will burn and slash everything to pieces whike he heals the party with Ancient Memory/Beloved Spirits and requires zero micro, the Monk (Fire Godlike) can profit from multiretaliation +lashes and deliver Full-Attack-Torment's Reach uses, the Barb is self explanatory and the fighter can rush behind enemy lines and take out casters with Knockdown + really fast attacks while being sturdy enough to survive. The cipher will shoot stuff and deliver CC. Give him Borrowed Instinct, Tactical Meld and Disintegrate for the dragons, too. Every one of them except the cipher should take (Veteran's) Recovery and skill survival a bit (like for the healing bonus or even 10 for the ACC bonus. The healing of V. Recovery stacks with Ancient Memory. The defensive bonuses of Outworn Buckler and Little Saviour stack with each other, too. If the cipher uses Firebrand he should skill survival for max flanked dmg bonus, get Appr. Sneak, Savage Attack and Two Handed Style and an item like Glanfathan Stalking Boots. Then use Phantom Foes to put flanked on all targets he will hit with that sword. But first hard-cc them. He gets pretty nasty dmg bonuses together with Biting Whip and Scion of Flame that way. A monk with Long Pain will take out single targets in no time. Every one of those can be done with the official companions on PotD. Did several non-caster playthrough a on PotD so far. To be clear: nothing's better than a priest, followed by druid and wizard, but it also works pretty fine without them. A little bit more challenging during the big fights (dragons,bounties).